io_scene_3ds: Added ambient light color #104519
@ -87,10 +87,12 @@ MAP_RCOL = 0xA364 # Red tint
|
|||||||
MAP_GCOL = 0xA366 # Green tint
|
MAP_GCOL = 0xA366 # Green tint
|
||||||
MAP_BCOL = 0xA368 # Blue tint
|
MAP_BCOL = 0xA368 # Blue tint
|
||||||
|
|
||||||
RGB = 0x0010 # RGB float
|
RGB = 0x0010 # RGB float Color1
|
||||||
RGB1 = 0x0011 # RGB Color1
|
RGB1 = 0x0011 # RGB int Color1
|
||||||
RGB2 = 0x0012 # RGB Color2
|
RGBI = 0x0012 # RGB int Color2
|
||||||
|
RGBF = 0x0013 # RGB float Color2
|
||||||
PCT = 0x0030 # Percent chunk
|
PCT = 0x0030 # Percent chunk
|
||||||
|
PCTF = 0x0031 # Percent float
|
||||||
MASTERSCALE = 0x0100 # Master scale factor
|
MASTERSCALE = 0x0100 # Master scale factor
|
||||||
|
|
||||||
# >------ sub defines of OBJECT
|
# >------ sub defines of OBJECT
|
||||||
@ -518,7 +520,7 @@ def make_material_subchunk(chunk_id, color):
|
|||||||
col1.add_variable("color1", _3ds_rgb_color(color))
|
col1.add_variable("color1", _3ds_rgb_color(color))
|
||||||
mat_sub.add_subchunk(col1)
|
mat_sub.add_subchunk(col1)
|
||||||
# optional:
|
# optional:
|
||||||
#col2 = _3ds_chunk(RGB1)
|
#col2 = _3ds_chunk(RGBI)
|
||||||
#col2.add_variable("color2", _3ds_rgb_color(color))
|
#col2.add_variable("color2", _3ds_rgb_color(color))
|
||||||
# mat_sub.add_subchunk(col2)
|
# mat_sub.add_subchunk(col2)
|
||||||
return mat_sub
|
return mat_sub
|
||||||
@ -716,7 +718,7 @@ def make_material_chunk(material, image):
|
|||||||
|
|
||||||
if wrap.roughness_texture:
|
if wrap.roughness_texture:
|
||||||
roughness = [wrap.roughness_texture]
|
roughness = [wrap.roughness_texture]
|
||||||
r_pct = material.roughness
|
r_pct = 1 - material.roughness
|
||||||
matmap = make_material_texture_chunk(MAT_SHINMAP, roughness, r_pct)
|
matmap = make_material_texture_chunk(MAT_SHINMAP, roughness, r_pct)
|
||||||
if matmap:
|
if matmap:
|
||||||
material_chunk.add_subchunk(matmap)
|
material_chunk.add_subchunk(matmap)
|
||||||
|
Loading…
Reference in New Issue
Block a user